Well like I said it's been fixed in a just updated OpenVR update (yet to be included in SteamVR or the Unity beta plugin).
But regarding " redirecting controller input to tracker via OpenVR Input Emulator, or using it as controller after role change (Vive Tracker Role Changer) " please note that both of these can now be considered EOL due to the new button/role bindings in the new input system in SteamVR.
That being said, once you do map a hand role to a tracker (the bindings can be customized by the user via settings within the headset or at the desktop running SteamVR at http://127.0.0.1:8998/dashboard/controllerbinding.html ) then the class id will be changed from generic_tracker to controller according to the latest release notes for the latest release version of SteamVR. Technically this would break existing apps that used the generic tracker class id for hand roles however it can now role change to identify as a controller (left/right or both) and allow any shooter game use a tracker with a Hyperblaster. Moving forward, these SteamVR apps that broke should get updated and specify default action mappings. The beta SteamVR Unity plugin creates templates for you to edit if you need examples.
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Actually there are issues with the trackers and the new input system unless you correct the input device mapping (but there's a fall back version on SteamVR you can revert to from the Steam client).
As for the haptic method the original signature https://github.com/ValveSoftware/openvr/wiki/IVRSystem::TriggerHapticPulse is ok but doesn't match the openvr_api.cs C# wrapper.
UnmanagedFunctionPointer ( CallingConvention . StdCall )]
internal delegate void _TriggerHapticPulse ( uint unControllerDeviceIndex , uint unAxisId , char usDurationMicroSec );
the last argument should be ushort and not char (this primarily addresses the issue of not enough haptic strength since the range is limited but check if this also addresses your issues)
Note this was fixed a few days ago in OpenVR 1.0.16 but as per above, the latest SteamVR runtime is still at OpenVR 1.0.15 which still had the bad argument.
-Dario
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HTC VIVE 3DSP SDK
HTC VIVE 3DSP is an audio SDK which provide applications with spatial audio, a key factor for an immersive VR experience. With the HTC VIVE 3DSP SDK, the spatial perception is simulated by specific functions and features, such as head-related transfer functions recording and improvement, higher-order ambisonic simulation of sound direction, room audio simulation, adding background noise floor, real-world acoustic property of distance, geometric and raycast occlusion, Hi-Res audio support, and many other features.
There are a lot of factors that could influence the human perception of audio spatialization, such as interaural time difference, interaural level difference, the human body factors (pinna, head, shoulder and torso), the environment factors (room reflections and reverberation), the distance from sound source to user, and the obstacle occlusion. Based on these factors, the HTC VIVE 3DSP generates immersive and realistic audio perception with the following key features:
Higher Order Ambisonics (HOA) with very low computing power.
Head-Related Transfer Function (HRTF) based on refined real-world modeling (horizontally and vertically) resulting in a better algorithm that is applied to all sound filters and effects.
Room Audio simulates the reflection and reverberation of a real space.
Hi-Res Audio Settings source files and playback.
Distance Model based on real-world modelling.
Geometric occlusion uses no Unity collider and the cover area is calculated by itself
Higher Order Ambisonics (HOA)
Ambisonics is the technology that uses a full-sphere surround sound technique to simulate spatial sound. The 3rd order ambisonics model have been represented in HTC VIVE 3DSP SDK.
Room Audio
The technology simulates the room audio with the early reflection, late reverberation, background noise, environment materials and so on.
Distance Model
There is a sound level decrease during sound transmission in real word. However, the changes are different in different conditions. In HTC VIVE 3DSP SDK, serval decadence models are provided.
Occlusion
The occlusion effect is used to accurately simulate what happens to sound when it encounters an obstacle in its transmission path. Both of mono and binaural occlusion modes could be set up in HTC VIVE 3DSP SDK.
Geometric Occlusion: The geometric occlusion calculates the covering ability by analytical geometry techniques. Since there is no need to use the Unity collider.
Raycast Occlusion: The covering ability of an obstacle is calculated by casting many rays into space and enumerate how many of them are blocked.
The VIVE 3DSP SDK supports room effect, room reverberation and reflection, and acoustic occlusion. It also has spatial effect optimization for VIVE Pro Headphones. However the original VIVE and other HMDs and headphones are also supported.
For more information and to request a preview of the the upcoming ambisonic decoder please visit the VIVE Audio SDKs community forum: http://community.viveport.com/t5/Vive-Audio-SDKs/gp-p/devgroup3
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We're listening closely to all of our customers - it's not that we don't care. There are Vive Pro customers that do not have an issue with the pricing so it actually depends on the audience/context. Regarding base stations for SteamVR Tracking 2.0, currently, these base stations are only included with our Vive Pro VR System kit available here: https://enterprise.vive.com and we'll let you know if that changes.
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To clarify a bit, are you using the SteamVR plugin with the Vive Input Utility plugin? There are a few features that require the SteamVR - it seems this is one of them. When Vive Input Utility detects the SteamVR plugin it will use that otherwise it will fall back to using the Unity native support for OpenVR, Oculus, Daydream, WaveVR, Microsoft... etc.
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First please check the Vive Wave SDK forum (I'm assuming you meant Vive Focus)
http://community.viveport.com/t5/Vive-Wave-SDK/gp-p/devgroup1
Developer mode is enabled same as any Android device, there shouldn't be a need to install a driver, please see adb-tips reference at the above forum for using adb connect (did you mean adb tcpip to run over wifi?).
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Hi, ha that's exactly why we made VIU available. It's exactly as the code you described and with the prefabs even easier. Also you can target openvr, oculus runtime, daydream, wave, windows mr and more with the same code.
And in addition to the asset store, it's open sourced on GitHub:
https://github.com/ViveSoftware/ViveInputUtility-Unity/releases
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VIVE SRWorks SDK
With the launch of VIVE Pro, developers will now have access to the stereo front facing cameras to create new experiences that can mix the see-through stereo camera view and their virtual worlds. This will enable developers to perform 3D perception and depth sensing with the stereo RGB sensors, opening new worlds for more creative, interactive experiences.
In addition to the updated OpenVR camera APIs that can now handle more than the mono camera of the original VIVE, the VIVE Software team is also providing developers the VIVE SRWorks SDK. With this SDK you can access more than just the raw camera images:
Depth
Spatial Mapping (static and dynamic meshes)
Placing virtual objects in the foreground or background
Live interactions with virtual objects and simple hand interactions
These features are provided by three service modules, a Depth module, a See-through module and a 3D reconstruction module thus allowing developers to focus on the content.
The SDK includes support for native development with plugins for Unity and Unreal.
The following videos illustrate some of the features:
Here's a portal for passing between the real and virtual worlds
Note: The project code for the portal example above is included in the VIVE SRWorks SDK Unity package.
Here's an example from developer Jonathan Schenker from Alvios using screen filter effect to mix the realities and here's another example from developer Vladimir Storm using the 3D Reconstruction module.
VIVE Audio
We are also announcing two VIVE audio SDKs, available for Unity, with support for UE4 coming soon.
- VIVE 3DSP SDK
The VIVE 3D Sound Perception SDK provides a Unity compatible, audio spatialization plugin with the following features:
Higher Order Ambisonics
HRTFs based on refined real-world modeling (horizontally and vertically)
Support for Hi-Res audio source files and playback.
Acoustic distance effect with real-world modeling.
The VIVE 3DSP plugin supports room effect, room reverberation and reflection, and acoustic occlusion that is tuned for the VIVE Pro, however the VIVE and other HMDs and headphones are also supported.
- VIVE Pro Audio Mode
Since the VIVE Pro has dual microphones with support for alert and conversation modes, APIs are provided so that you can toggle between the three audio modes. This provides applications with the ability to toggle between listening to foreground or background audio or a mix of both. Additionally, a USB Type-C high power mode setting (on/off) is also available.
Initially available as early access (beta) SDKs, you can find the downloads and join the developer support forums at http://developer.vive.com/resources
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